bug:13214038 Because the caching of projection matrix didn't account for changes in the offset flag, the flag could be ignored. Now we use both to verify that the cached matrix can be used. Change-Id: I193b94eaf0b98f046a6484f0866c3d25048653fd (cherry picked from commit d04a6b15f74035fd2068f34225825b55e94521f4)
211 lines
6.5 KiB
C++
211 lines
6.5 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#define ATRACE_TAG ATRACE_TAG_VIEW
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#include <utils/Trace.h>
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#include "Program.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Base program
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///////////////////////////////////////////////////////////////////////////////
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Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
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mInitialized = false;
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mHasColorUniform = false;
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mHasSampler = false;
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mUse = false;
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// No need to cache compiled shaders, rely instead on Android's
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// persistent shaders cache
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mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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if (mVertexShader) {
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mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
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if (mFragmentShader) {
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mProgramId = glCreateProgram();
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glAttachShader(mProgramId, mVertexShader);
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glAttachShader(mProgramId, mFragmentShader);
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position = bindAttrib("position", kBindingPosition);
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if (description.hasTexture || description.hasExternalTexture) {
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texCoords = bindAttrib("texCoords", kBindingTexCoords);
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} else {
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texCoords = -1;
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}
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ATRACE_BEGIN("linkProgram");
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glLinkProgram(mProgramId);
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ATRACE_END();
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GLint status;
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glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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ALOGE("Error while linking shaders:");
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GLint infoLen = 0;
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glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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GLchar log[infoLen];
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glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
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ALOGE("%s", log);
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}
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glDetachShader(mProgramId, mVertexShader);
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glDetachShader(mProgramId, mFragmentShader);
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glDeleteShader(mVertexShader);
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glDeleteShader(mFragmentShader);
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glDeleteProgram(mProgramId);
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} else {
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mInitialized = true;
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}
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} else {
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glDeleteShader(mVertexShader);
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}
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}
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if (mInitialized) {
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transform = addUniform("transform");
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projection = addUniform("projection");
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}
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}
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Program::~Program() {
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if (mInitialized) {
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// This would ideally happen after linking the program
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// but Tegra drivers, especially when perfhud is enabled,
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// sometimes crash if we do so
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glDetachShader(mProgramId, mVertexShader);
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glDetachShader(mProgramId, mFragmentShader);
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glDeleteShader(mVertexShader);
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glDeleteShader(mFragmentShader);
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glDeleteProgram(mProgramId);
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}
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}
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int Program::addAttrib(const char* name) {
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int slot = glGetAttribLocation(mProgramId, name);
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mAttributes.add(name, slot);
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return slot;
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}
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int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) {
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glBindAttribLocation(mProgramId, bindingSlot, name);
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mAttributes.add(name, bindingSlot);
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return bindingSlot;
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}
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int Program::getAttrib(const char* name) {
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ssize_t index = mAttributes.indexOfKey(name);
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if (index >= 0) {
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return mAttributes.valueAt(index);
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}
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return addAttrib(name);
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}
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int Program::addUniform(const char* name) {
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int slot = glGetUniformLocation(mProgramId, name);
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mUniforms.add(name, slot);
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return slot;
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}
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int Program::getUniform(const char* name) {
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ssize_t index = mUniforms.indexOfKey(name);
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if (index >= 0) {
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return mUniforms.valueAt(index);
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}
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return addUniform(name);
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}
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GLuint Program::buildShader(const char* source, GLenum type) {
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ATRACE_CALL();
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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// Some drivers return wrong values for GL_INFO_LOG_LENGTH
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// use a fixed size instead
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GLchar log[512];
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glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
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ALOGE("Error while compiling shader: %s", log);
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
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const mat4& transformMatrix, bool offset) {
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if (projectionMatrix != mProjection || offset != mOffset) {
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if (CC_LIKELY(!offset)) {
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glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
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} else {
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mat4 p(projectionMatrix);
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// offset screenspace xy by an amount that compensates for typical precision
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// issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
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// up and to the left.
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// This offset value is based on an assumption that some hardware may use as
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// little as 12.4 precision, so we offset by slightly more than 1/16.
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p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor());
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glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
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}
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mProjection = projectionMatrix;
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mOffset = offset;
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}
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mat4 t(transformMatrix);
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t.multiply(modelViewMatrix);
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glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
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}
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void Program::setColor(const float r, const float g, const float b, const float a) {
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if (!mHasColorUniform) {
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mColorUniform = getUniform("color");
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mHasColorUniform = true;
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}
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glUniform4f(mColorUniform, r, g, b, a);
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}
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void Program::use() {
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glUseProgram(mProgramId);
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if (texCoords >= 0 && !mHasSampler) {
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glUniform1i(getUniform("baseSampler"), 0);
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mHasSampler = true;
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}
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mUse = true;
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}
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void Program::remove() {
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mUse = false;
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}
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}; // namespace uirenderer
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}; // namespace android
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